Now showing items 10-29 of 38

    • Data-driven Finger Motion Synthesis with Interactions 

      Bitan, Moshe; Jörg, Sophie; Kraus, Sarit (The Eurographics Association, 2016)
      The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an ...
    • Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data 

      Noshaba, Cheema; Hosseini, Somayeh; Sprenger, Janis; Herrmann, Erik; Du, Han; Fischer, Klaus; Slusallek, Philipp (The Eurographics Association, 2018)
      Semantic segmentation of motion capture sequences plays a key part in many data-driven motion synthesis frameworks. It is a preprocessing step in which long recordings of motion capture sequences are partitioned into smaller ...
    • Efficient Storyboarding in 3D Game Engines 

      Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J. (The Eurographics Association, 2016)
      Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller ...
    • Efficient Unified Stokes using a Polynomial Reduced Fluid Model 

      Panuelos, Jonathan; Goldade, Ryan; Batty, Christopher (The Eurographics Association, 2020)
      Unsteady Stokes solvers, coupling stress and pressure forces, are a key component of accurate free surface simulators for highly viscous fluids. Because of the simultaneous application of stress and pressure terms, this ...
    • Fast Eulerian Fluid Simulation In Games Using Poisson Filters 

      Rabbani, Amir H.; Khiat, Soufiane (The Eurographics Association, 2020)
      We present separable Poisson filters to accelerate the projection step in Eulerian fluid simulation. These filters are analytically computed offline and are easy to integrate into any fluid algorithm with a Poisson pressure ...
    • Friction Sound Synthesis of Deformable Objects based on Adhesion Theory 

      Nakatsuka, Takayuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ...
    • Human Grasping Interaction Capture and Analysis 

      Verider, Benjamin; Andrews, Sheldon; Kry, Paul G. (ACM, 2017)
      We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ...
    • Interactive Wood Fracture 

      Hädrich, Torsten; Scheffczyk, Jan; Palubicki, Wojciech; Pirk, Sören; Michels, Dominik L. (The Eurographics Association, 2020)
      Abstract We propose a new approach for the simulation of wood as anisotropic material that takes its inherent fiber structure into account. Our approach is based on the Position-based Dynamics framework. We use the Shape ...
    • Latent Motion Manifold with Sequential Auto-Encoders 

      Jang, Deok-Kyeong; Lee, Sung-Hee (The Eurographics Association, 2018)
      We propose the sequential autoencoders for constructing latent motion manifold. Sequential autoencoders minimize the difference between the ground truth motion space distribution and reconstructed motion space distribution ...
    • Local Models for Data Driven Inverse Kinematics of Soft Robots 

      Holsten, Fredrik; Darkner, Sune; Engell-Nørregård, Morten P.; Erleben, Kenny (The Eurographics Association, 2018)
      Soft robots are attractive because they have the potential of being safer, faster and cheaper than traditional rigid robots. If we can predict the shape of a soft robot for a given set of control parameters, then we can ...
    • Marionette Show Using Quadrotors 

      Kim, Yongsung; Choi, Myung Geol; Lee, Jehee (ACM, 2017)
      A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ...
    • Motion Retargeting to Preserve Spatial Relationship between Skinned Characters 

      Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee (ACM, 2017)
      Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ...
    • Negative Jacobian Free Simulations Using Principal Stretches 

      Francu, Mihail (The Eurographics Association, 2020)
      Finite element (FE) simulations are prone to encountering negative Jacobians during the solving process. If nothing is done, the simulation can be brought to a halt, result in inverted elements or have undetermined behavior. ...
    • Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation 

      Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W. (ACM, 2017)
      Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ...
    • Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation 

      Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM, 2017)
      Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ...
    • Regression-Based Locating Landmark on Dynamic Humans 

      Jang, Deok-Kyeong; Lee, Sung-Hee (ACM, 2017)
      We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ...
    • SCA 2016 Posters: Frontmatter 

      Jan Bender (Eurographics Association, 2016)
    • Sketch-Based 3D Hair Posing by Contour Drawings 

      Seki, Shogo; Igarashi, Takeo (ACM, 2017)
      We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred ...
    • Sketch-Based Per-Frame Inverse Kinematics 

      Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2016)
      We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints ...